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Adjacent Modules
Adjacent modules tell the enemy A.I. how to maneuver through the level and tell where you are. If you do not set the adjacent modules, the enemies will get stuck in side one module and will not “see” anything outside that one module. In strictly deathmatch levels, you do not need to worry about this as there will not be any enemy A.I. in the level. In a single player level or co-op level however you need to set them for the enemies to interact correctly with the level.
Mode
Mode > Exit
Exits mode.
Link
Link > Add
Select a module and click on Add. This will add the selected module to the adjacent module list for the base module or connects as many modules together that you want by clicking on each and clicking add.
Link > Delete
Takes the selected module out of the occupied module’s list.
Link > Copy From Vmodules
Base
Base > Set Base
Select a module and click on set base. This will add all of the modules that are “touching” the selected module to the selected module’s adjacent module list.
Base > Show All
Not quite sure what this does. It makes all the modules in the level appear highlighted blue like the base module. Fool around with it.
Base > Find Not Done
Shows you the modules in the level that currently do not have adjacent modules.
View Mode
View Mode > Polyline
Shows you all the modules in the level, you can see through the walls.
View Mode > Filled Polyline
Only shows you the modules you would see in-game. You cannot see through the walls.
Misc.
Misc. > Selected by polygons
Select modules by Polygon instead of by module
Misc. > Toggle View Distance
Toggles the distance at which you can view modules.
Misc. > Recalculate Entry Points
Does what it says.